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Collisions do not happens...
Forum: Obi Rope
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Yesterday, 06:50 AM
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Unstable chain attachment
Forum: Obi Rope
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17-05-2025, 10:31 AM
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Memory leak warning with ...
Forum: Obi Fluid
Last Post: josemendez
16-05-2025, 02:07 PM
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the Obi cloth has some co...
Forum: Obi Cloth
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16-05-2025, 08:59 AM
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ObiCloth going through co...
Forum: Obi Cloth
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16-05-2025, 08:10 AM
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Why does setting InverseM...
Forum: Obi Fluid
Last Post: nonnamed
13-05-2025, 12:41 PM
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Shaking problem when coll...
Forum: Obi Softbody
Last Post: webmagic
13-05-2025, 12:11 PM
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Obi Softbody IndexOutOfRa...
Forum: Obi Softbody
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11-05-2025, 11:37 AM
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Rope pinned to two dynami...
Forum: Obi Rope
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09-05-2025, 07:51 PM
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Unity 6 Console Spam abou...
Forum: Obi Fluid
Last Post: josemendez
09-05-2025, 08:03 AM
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Stock particles |
Posted by: virtualHCIT - 22-03-2019, 07:38 PM - Forum: Obi Cloth
- No Replies
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Hello,
I'm having some issues with some particles getting pulled in a character's cape simulation. The particles that suffer this change every run but it's like something is constantly pulling them away in local space. See image attached. What could be causing this? This is using Unity 2018.3.4 and iOS target.
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Source code license available? |
Posted by: trooper - 22-03-2019, 10:20 AM - Forum: General
- Replies (1)
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I'm looking for a price on a source code license for your products (mainly soft body).
Over the years as we work on games that take multiple years, many assets become unsupported and we may need to make minor tweaks to get them either working again or fix a bug. There's been 2 soft body assets we were keen on that have become unsupported before we completed the project.
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Crash when run on iOS |
Posted by: Protemus - 21-03-2019, 04:57 AM - Forum: Obi Softbody
- Replies (2)
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I am trying to run my project on iOS. It keeps crashing after I added an Obi Softbody into my scene. My project ran fine before the softbody and still runs fine from within Unity. But when exported to iOS and run it crashes every time after a couple seconds.
I wanted to ensure that nothing I was doing was causing the crash so I created a brand new project, added only the Obi softbody from the asset store. Set the sample dragon scene as the default and exported the project to iOS. When run on a phone I get the exact same crash every time. It runs for a couple seconds (properly as far as I can tell) and then crashes in the same spot every time. (although once I did get it to crash in a different spot)
The crash occurs both on a standalone run on the phone AND if I run through the debugger.
The crash is a "Bad Access" and occurs within the ONI library at the call to ApplyPositionInterpolation here:
extern "C" IL2CPP_METHOD_ATTR void Oni_ApplyPositionInterpolation_m3B1DC6EDDB01EBAED38CBCD4062D222EC2245707 (intptr_t ___solver0, uint32_t ___substeps1, float ___substep_dt2, const RuntimeMethod* method)
{
typedef void (DEFAULT_CALL *PInvokeFunc) (intptr_t, uint32_t, float);
// Native function invocation
reinterpret_cast<PInvokeFunc>(ApplyPositionInterpolation)(___solver0, ___substeps1, ___substep_dt2);
}
The one other place I've seen it crash is in Oni::TaskQueue::NextTask
But I only saw that once.
Specs of the test environment:
iPhone XS Max
iOS 12.1.4
XCode Version 10.1 (10B61)
I have also attached some screenshots of the crash so you can see the call stack.
Is this a known bug? If so, is there a patch or anything I can do to fix it?
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Fasten pants |
Posted by: Richard - 19-03-2019, 03:06 PM - Forum: Obi Cloth
- No Replies
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I am trying to put pants on human. I would like to fasten pants like rubber of clothing. However, it is hard to pick up particle and move to fasten on script. How can I do that?
I want to use trigger.
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Collision query |
Posted by: Kostik3000 - 19-03-2019, 10:27 AM - Forum: Obi Softbody
- Replies (1)
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Is there a possible way to get collision information between two softbodies that don't have a collider on them?
For example in the Ball Spawn example. They don't have colliders on them. The collisions happen because of the particles and different phases I guess. So is there a way to get those collisions by code?
Thanks in advance!
Second question regarding UI:
What is the exact process of giving particles a certain mass/phase? For now I am just clicking around not exactly knowing what I am doing. How can I read which particle has which mass/phase?
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Anchoring handle to particle, Custom particle editor properties, force transfer |
Posted by: Zyn_X - 18-03-2019, 12:27 PM - Forum: Obi Softbody
- Replies (1)
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Hi,
I've been playing with the asset for the last couple of days and it's absolutely amazing. I have a couple questions though.
1. I'm trying to make a handle follow a specific particle of another softbody. Is there another way apart from getting that particle from an array and setting handle's transform to follow it?
Even then, how would you specify which one?
2. Can other properties be added to the particle editor, apart from mass, radius, phase etc.?
I can see this becoming very useful, mainly for specifying different types of particles in script. Could be used to specify an anchor, locational damage ( comparing distance a specific particle has travelled since start) and so on.
What would be the safest way of doing this without destroying the functionality of code?
3. What would be the safest way to transfer force from one Softbody to another and deform it respectively?
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How to set up handles? ( Bug and import compiler error) |
Posted by: Zyn_X - 17-03-2019, 04:01 PM - Forum: Obi Softbody
- Replies (2)
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I've been trying to properly set up handles but it seems it doesn't work properly or I'm missing something. I went through documentation but the part on handles is scarce.
Trying to set up a handle on my own meshes resulted in mesh flying around for a couple seconds before settling in place, after which softbody displays significant twiching, even if handle's not moving.
I initially tried on 2018.3 but switched to 2018.1.9f2 hoping it might work here since that's where the project was uploaded. Deleted the asset from the appdata, downloaded again, created a new project in 2018.1.9f2. Import in an empty scene also causes dozens of errors.
Apart from trying to set up my own mesh, I tested it in the PlasticSheet scene using the provided Wall asset.
I removed the pins (just in case) before reinitialising the softbody. Then I painted the particles I wanted the handle to control ( didn't matter if it was one or a hundred. Mostly I tried to paint the first row). It resulted in one of two scenarios, either twiching as explained above or an error from the start.
Code: transform.position assign attempt for 'Wall' is not valid. Input position is { NaN, NaN, NaN }.
UnityEngine.Transform:set_position(Vector3)
Obi.ObiSoftbody:OnSolverStepEnd() (at Assets/Obi/Scripts/Actors/ObiSoftbody.cs:92)
Obi.ObiSolver:AllSolversStepEnd() (at Assets/Obi/Scripts/Solver/ObiSolver.cs:850)
Obi.ObiArbiter:WaitForAllSolvers() (at Assets/Obi/Scripts/Solver/ObiArbiter.cs:45)
Obi.ObiSolver:WaitForAllSolvers() (at Assets/Obi/Scripts/Solver/ObiSolver.cs:757)
Obi.ObiSolver:SimulateStep(Single) (at Assets/Obi/Scripts/Solver/ObiSolver.cs:662)
Obi.ObiSolver:FixedUpdate() (at Assets/Obi/Scripts/Solver/ObiSolver.cs:839)
One more thing, I've been going over the forums searching for a fix, but ended up finding fixes for other non related problems. As another user suggested, there should be a thread or a webpage with all the known bugs and fixes so we can replace it in the code ourselves, rather than being all around different threads and even different products.
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